D&D Races and Classes
Members of a powerful, ancient civilization, the trinocs have blue, scaly skin and a third eye on their forehead. Usually closed, the third eye is (according to them) a mystical eye with the ability to see into the Astral Plane and into the future. They are strong believers in fate: they think that all events are foreordained. Consequently, divination is central to their politics and their daily lives. It is believed that every individual has a single correct path they must follow, so society is strictly regulated according to divination. For example, all marraiges are arranged by professional astrologers. Any deviation from the individual's correct path would lead to the eventual extinction of the Trinoc race, although maybe not for thousands of years. (Of course,since the Arcane Council in Trinocistan can see the future, they already know that their draconian policies will be successful, so they're not really worried about the extinction thing -- but that doesn't mean they relax for a single minute. Oh no.)
Trinocs often keep "lesser races" as servants, including the Rrrr and the Ratatosk/Squirrelfolk. Some trinocs see their magical destiny-ness as giving them a natural right to rule; others are secretly abolitionists, but don't dare openly speak out against the Arcane Council. Most are somewhere in between.
Racial adjustments: +2 wis, -2 dex. M size creature.
+2 on all Knowledge, Heal, Sense Motive checks; one bonus language.
Divination Ritual: Once per day, take a DC 10 wisdom check (you can't take 10 on this check) and spend an hour doing a divination ritual; DM will give you a cryptic clue about a challenge you'll face that day. When you realize the meaning of the cryptic clue, you get a free re-roll on a related action, but never more than one re-roll per day.
In addition to their divination ritual ability, all Trinoc character classes have some degree of magical ability pertaining to their role in society. Instead of the standard character classes, Trinocs can choose from the following:
Astrologer: Charged with guiding the overall direction of Trinoc civilization, as well as arranging marriages. Commands arcane magic similar to a wizard, with a specialization in divination spells, and some minor healing ability but less of the flashy attack magic. Doesn't have the wizard's familiar. Due to his mystical connection with the stars, the astrologer gets special benefits when outdoors at night under the stars.
Warrior-Mystic: Stalwart defenders of Trinocistan. Somewhere between a fighter and a monk. Has the ability to enter a precognitive combat trance, seeing the movements of enemies before they are made. In game terms, a warrior-mystic in a combat trance can ignore the initiative rules, and decide when during the combat round to act, after all players and monsters have declared their actions.
Fisherman: Not all the trinocs have fancy jobs. Fishermen have the humble, but respected, job of providing food for everyone else. But they also have various abilities useful on an adventure: they have magic to predict and inluence the action of wind and water, and to summon allies from the depths. They are also surprisingly good fighters with exotic weapons like nets and harpoons. Finally, they get bonuses to swimming, sailing, navigation, and combat against aquatic creatures.
Seed-Singer: Like the fishermen, seed-singers also have the role of providing food. They have a magical ability to sing to plants and make them grow faster; one seed-singer can do the work of a dozen non-magical farmers. In game terms, they are similar to druids, with spells calling upon nature. Also, don't underestimate the utility of getting free food for the party! Has the most healing ability of any of the classes.
Curse-Breaker: The peculiar responsibility of the curse-breaker is to diagnose the cause of misfortune. Whenever something goes wrong, it must be because a Trinoc, somewhere, has strayed off The Path. The Curse-breaker tracks down the offending individual and determines the proper atonement. Curse-breakers can of course remove curses from party members, but they can also be curse-givers; they can do horrible things to their enemies, but they need to get a piece of their enemy -- a lock of hair, a personal item -- in order to do it.
Also known as the Squirrelfolk, which describes them pretty well physically . Ratatosks believe that their ancestors ran along the length and breadth of Yggdrassil, the World Ash Tree, which spans from Niflheim to Asgard. A small group of them fell off the end of one of Yggdrassil's infinite brances through a portal to the plane that their descendants now inhabit.
The Ratatosk are inherently non-magical. Wizards and sorcerors are simply non-existent (Bill drew a magic-looking one, but he didn't know my plans at the time... I put the picture up because it's cool, but plese ignore it.) Ratatosk revere their ancestors and the legends of Yggdrassil, but they have no clerics with magical ability.
Instead of magic or gods, Ratatosk put their faith in the skills of their craftspeople: what might eventually come to be known as technology. They have an expert understanding of the combination of herbs for purposes of healing or creating combat poisons; they have invented an explosive concoction of minerals used to power engines and weapons; and they multiply their labors with gears, pulleys, and other mechanical contraptions. They were, in point of fact, on the verge of an industrial revolution -- when their entire nation was suddenly conquered and enslaved by the Trinocs.
They're not happy about this, of course, even though they are relatively well-treated due to their useful skills. Enclaves of Ratatosks are kept in the holds of Trinoc ships and employed in maintainence and repairs. There, they meet in secret at night to pass their legends on to their children and plot their emancipation. This isn't going to be easy when their masters can predict their every move, however.
Ratatosk racial adjustments: +2 dex, -2 str.
As Small creatures, Ratatosk have +1 size bonus to AC and attack rolls, +4 on hide checks, 20' land speed, must use Small weapons, and have 3/4 lifting and carrying capacity.
The occasional rare Ratatosk has a mutation that gives them membranous flaps between their front and hind legs. These give them a gliding ability which is worth +10 to Jump checks, if they are not wearing any armor. With the appropriate updraft they can get a lot of distance and almost fly. You can choose to have the membranes as a replacement for your starting Feat.
Ratatosk have innate climbing ability which gives them +8 on climb checks, lets them move at 1/2 instead of 1/4 their speed when climbing, and lets them do things impossible for other races like climb straight down at full speed and catch themselves on walls when falling.
Finally, they get +2 to the skills balance, escape artist, jump, move silently, and listen.
Ratatosks can choose from the following classes:
Giant Hunter uses stealth, ambush, poison darts, and other trickery to bring down giants (and everyone is a giant relative to a ratatosk). They are afforded great respect for their daring, since they bring huge chunks of meat back to the tribal enclave. But they tend to have short lifespans. In game terms, Giant Hunters combine abilities of fighters, rogues, and assassins.
|1||+1||+2||+0||+0||1d8||Sneak Attack, Poison Safety, Cunning Defense|
Skill points: 4 + int bonus
Class skills: Balance, Bluff, Climb, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope
Weapons: All simple and martial, plus blowgun
Armor: Light, medium
Poison Brewer collects herbs and uses secret knowledge to make remedies and poisons. Getting ingredients and preparing remedies takes a long time and must be done outside of combat, but once made, remedies can be applied quickly using the Heal skill; this makes the Poison Brewer a substitute for the cleric who keeps his allies alive in a fight. They make poisons too, of course, with a variety of interesting and deadly effects, which can be used with a blow-gun or applied to the giant hunter's weapons.
|1||+0||+0||+2||+2||1d4||Herb Gathering, Healing Salve, Slow Poison, Poison Safety|
|2||+1||+0||+3||+3||2d4||Blinding Poison, Weakening Poison, Antidote, Disease Cure|
|3||+1||+1||+3||+3||3d4||Advanced Healing Salve, Paralyzing Poison|
(+2 on saves vs. poison)
Skill points: 6 + int bonus
Class skills: Climb, Concentration, Craft(Herbalism), Craft(Poisons), Craft(Leatherworking), Diplomacy, Handle Animal, Heal, Hide, Knowledge(Plants, nature, chemistry), Listen, Move Silently, Search, Spot, Survival
Weapons: simple, blowgun
Gear Master is a class which has arisen in recent years as the Ratatosk's knowledge of hard sciences has improved. Gear-masters can build and repair all manner of mechanical contrivances -- from ships' riggings to bridges to catapults to steam-engines -- given enough time, materials, and tools. They can disarm traps and pick locks. Finally, they have knowledge of black powder weapons, and are the only characters who can use the arquebus and the bomb.
|1||+0||+0||+2||+0||1d6||Trapfinding, Advanced Construction, Repair/Salvage|
|2||+1||+0||+3||+0||2d6||Trapsense +1, Evasion|
|3||+2||+1||+3||+1||3d6||Gunpowder Safety, Set Traps|
Skill points: 8 + int bonus
Class skills: Appraise, Balance, Climb, Craft (engineering), Craft(woodworking), Craft(Metalworking), Craft(explosives), Disable Device, Escape Artist, Forgery, Hide, Jump, knowledge (chemistry), Knowledge(mechanics), Knowledge(ships), Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope
weapons: simple, arquebus, bomb
Brood Watcher is usually an older Ratatosk, who watches over the youngsters of the entire clan while their parents are out hunting and gathering. Brood-watchers have great wisdom, enhanced senses honed by years of watching out for danger, and the authority to command all Ratatosk NPCs -- a social skill which can be very useful to the plot. Furthermore, they have the ability to quickly learn languages of other races given a few days of exposure. In combat, they can raise the morale of their allies, similar to the bardic Inspire Courage ability.
|1||+0||+2||+2||+2||1d6||Secret Knowledge, Inspire Courage, Command NPCs|
|2||+1||+3||+3||+3||2d6||Learn Languages, Animal Companion|
Skill points:(6 + int bonus) x 4
Class Skills: Appraise, Bluff, Climb, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Knowledge(any), Listen, Perform, Profession, Search, Sense Motive, Spot, Survival
Basically humanoid fish, with a tribal society. Here is a picture of one.
Ability modifiers: +2 dex, +2 wis. (Yes, they have two good stats and no bad stat. But they have some other drawbacks, read on...)
Locathah are amphibious; they can breathe both air and water, but are more comfortable in water. As natural swimmers, they get +8 racial bonus on Swim checks, can always take 10 on a swim check, and can use the Run action while swimming. They can get around on land reasonably well, but have trouble staying long periods away from water. If a locathah goes 24 hours without spending at least 1 hour submerged, it has to make a DC 15 Fort save or take 1d6 nonlethal damage.
Locathah are native to a different area than the other PC races in this adventure. This means that if you play a locathah, you won't start on the party with the other players, but you'll meet up with them soon enough. (So a locathah might be a good choice if you know you're going to show up late...)
Locathah speak their own language, and the secret language of fish. They can communicate with the more intelligent creatures of the sea, but they will have trouble communicating with the other PC racs. (There will be ways of overcoming this drawback during the adventure, but until then you may have to rely on gestures and sign language.) Locathah culture is pre-literate, so they all have the illiteracy drawback, like a barbarian.
Most Locathah are barbarians or rangers, or clerics of the sea god. Fighters or rogues would probably be OK, but bards, sorcerors, wizards, or monks would be pretty far out of character.
Neo-flayers are a genetic offshoot of the sinister, secretive, brain-eating illithid race, commonly known as the Mind Flayers. Mind flayers are normally subterranean and xenophobic, and only a few of the bravest adventurers ever saw one and lived to tell the tale. Therefore, most people were rightly skeptical when they began to hear rumors that a weaker, more humanoid variant had begun to journey above-ground and seek out occasional trade and cooperation with other races, even visiting towns on the borderlands and mostly behaving themselves. But as neo-flayers (as they came to be called) continued to travel far and wide, even joining adventuring parties, the rumors could no longer be denied. This was something new, but most races were loath to trust to a squishy, lavender-skinned creature with a tentacle-covered face -- tentacles adapted to extract brains from the skulls of still-living creatures for the neo-flayer's consumption. Civilized neo-flayers claim to eat only animal brains and avoid those of other intelligent species. Whether you believe it or not is up to you.
Nobody really trusts Neo-flayers. They are rumored to have a sinister secret agenda. If you choose to create a Neo-Flayer PC, you will have a special secret quest which I'll tell you about over e-mail. It will be something that temporarily aligns your interests with those of the rest of the adventuring party, so you'll have your own reasons for helping them out.
Ability adjustments: +2 Intelligence, -2 Constitution
Medium size. Racial +2 bonus on all saves against magic. Darkvision to 60 feet.
Naturally Psionic: Neoflayers count as psionic creatures and have 2 bonus PP.
Darkvision to 60 feet. Light Sensitivity: Since their eyes are adapted to darkness, Neoflayers take a -2 penalty on attack rolls and saving throws when fighting in direct sunlight.
Creature type Abberation: Neoflayers don't count as people for spells like Charm Person.
Extract: Neoflayers don't have tentacle attacks like normal mind flayers, but they can still extract a helpless opponent's brain with a coup de grace attack, automatically killing the creature. If the opponent was only sleeping normally (in other words, if the act of wrapping tentacles around the victim's head wakes him up), the neoflayer must also make a successful grapple check. This doesn't work on constructs, elementals, oozes, plants, and undead, and it's not instantly fatal to creatures with multiple heads.
Neo-flayers can be any of the psionic classes: Psion, Psychic Warrior, Soulknife, or Wilder. Information about these classes can be found here. I've never DMed a game with psionics rules before, but this seems like a good chance to try them out.
The Rrr are a vanishing race of 10-foot tall humanoids. They are believed to be an offshoot of the true Giant races, born in an age long ago when behemoths roamed the land and leviathans scoured the sea and everything was just generally bigger and more impressive than it is now. Although they look fearsome, most Rrr are actually quite gentle of temperament (when you look so scary that no-one will challenge you, there's no need to actually learn how to fight.)
Rrr are one of the conquered races kept as servants by the Triclops, generally employed as laborers and bodyguards due to their size and strength. People often underestimate the intelligence of Rrr. They're not naturally dumb, just clumsy and usually uneducated.
Their character as a race comes from the fact they know (or at least are fairly certain based on what Triclops prophets and their own shamans have told them) that they're destined for extinction before the next age. Rrr who accept this destiny are berserkers who care nothing for their own lives. On the other hand, some Rrr are revolutionaries trying to make a new future for themselves.
Racial adjustments: +2 Strength, +2 Con, -2 Dexterity, -2 Cha
Large Size. This means several things in gameplay, both positive and negative. They take up four squares on a battle grid, and can strike enemies adjacent or 2 squares away with most weapons. They have 40' base move on open ground, but they have difficulty moving through tight spaces in dungeons. They have greater than normal carrying capacity (they can easily carry one medium character or several small characters.), and greater than normal food requirements. Rrr-sized weapons do more damage than regular ones, and a normal person's 2-handed weapon can be used by an Rrrr in one hand. They have -4 on Hide checks because they're easy to spot, -1 to AC because there's so much of them to hit, and -1 to attack rolls, because everyone else is a small target with respect to them.
Miscellaneous advantages: low-light vision; +4 racial bonus to Intimidate, even against other Rrr; Toughness as a free feat: +3 starting HP.
DR 1/energy. All physical weapon attacks do 1 less damage than normal to an Rrr. Fire, acid, magic, energy, etc. ignore this damage reduction.
Weapon Familiarity: Rrr are used to borrowing medium characters' weapons, so they don't take the normal -2 penalty when using such. (A M-size 2-handed weapon becomes one-handed for an Rrr, a M-size 1-handed weapon becomes Light, and an M-size Light weapon can't be used at all.) Of course, an Rrr would rather use a properly L-sized weapon. (Weapons properly sized for an Rrrr use one size larger die than the same weapon sized for a medium character.)
Most Rrrr are fighters or barbarians. They have a few shamans (treat as druids) and monks. They make terrible rogues and sorcerors.
specific stats for the new classes.
By the way, check out the Hypertext D20 SRD for character creation info -- it's a free online resource to almost all of the current D&D rules, with just the copyrighted proper names and flavor text omitted.